CyclesRenderSettings(PropertyGroup)

base classes — bpy_struct, PropertyGroup

class bpy.types.CyclesRenderSettings(PropertyGroup)
aa_samples

Number of antialiasing samples to render for each pixel

Type :int in [1, 10000], default 4
ao_samples

Number of ambient occlusion samples to render for each AA sample

Type :int in [1, 10000], default 1
blur_glossy

Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy

Type :float in [0, 10], default 0.0
debug_bvh_type

Choose between faster updates, or faster render

  • DYNAMIC_BVH Dynamic BVH, Objects can be individually updated, at the cost of slower render time.
  • STATIC_BVH Static BVH, Any object modification requires a complete BVH rebuild, but renders faster.
Type :enum in [‘DYNAMIC_BVH’, ‘STATIC_BVH’], default ‘DYNAMIC_BVH’
debug_cancel_timeout
Type :float in [0.01, 10], default 0.1
debug_min_size
Type :int in [1, 4096], default 64
debug_reset_timeout
Type :float in [0.01, 10], default 0.1
debug_text_timeout
Type :float in [0.01, 10], default 1.0
debug_tile_size
Type :int in [1, 4096], default 1024
debug_use_spatial_splits

Use BVH spatial splits: longer builder time, faster render

Type :boolean, default False
device

Device to use for rendering

  • CPU CPU, Use CPU for rendering.
  • GPU GPU Compute, Use GPU compute device for rendering, configured in user preferences.
Type :enum in [‘CPU’, ‘GPU’], default ‘CPU’
diffuse_bounces

Maximum number of diffuse reflection bounces, bounded by total maximum

Type :int in [0, 1024], default 128
diffuse_samples

Number of diffuse bounce samples to render for each AA sample

Type :int in [1, 10000], default 1
feature_set

Feature set to use for rendering

  • SUPPORTED Supported, Only use finished and supported features.
  • EXPERIMENTAL Experimental, Use experimental and incomplete features that might be broken or change in the future.
Type :enum in [‘SUPPORTED’, ‘EXPERIMENTAL’], default ‘SUPPORTED’
film_exposure

Image brightness scale

Type :float in [0, 10], default 1.0
film_transparent

World background is transparent

Type :boolean, default False
filter_type

Pixel filter type

  • BOX Box, Box filter.
  • GAUSSIAN Gaussian, Gaussian filter.
Type :enum in [‘BOX’, ‘GAUSSIAN’], default ‘GAUSSIAN’
filter_width

Pixel filter width

Type :float in [0.01, 10], default 1.5
glossy_bounces

Maximum number of glossy reflection bounces, bounded by total maximum

Type :int in [0, 1024], default 128
glossy_samples

Number of glossy bounce samples to render for each AA sample

Type :int in [1, 10000], default 1
max_bounces

Total maximum number of bounces

Type :int in [0, 1024], default 8
mesh_light_samples

Number of mesh emission light samples to render for each AA sample

Type :int in [1, 10000], default 1
min_bounces

Minimum number of bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)

Type :int in [0, 1024], default 3
no_caustics

Leave out caustics, resulting in a darker image with less noise

Type :boolean, default False
preview_aa_samples

Number of antialiasing samples to render in the viewport, unlimited if 0

Type :int in [0, 10000], default 4
preview_active_layer

Preview active render layer in viewport

Type :boolean, default False
preview_pause

Pause all viewport preview renders

Type :boolean, default False
preview_samples

Number of samples to render in the viewport, unlimited if 0

Type :int in [0, inf], default 10
progressive

Use progressive sampling of lighting

Type :boolean, default True
sample_clamp

If non-zero, the maximum value for a sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy

Type :float in [0, inf], default 0.0
samples

Number of samples to render for each pixel

Type :int in [1, inf], default 10
seed

Seed value for integrator to get different noise patterns

Type :int in [0, inf], default 0
shading_system

Shading system to use for rendering

  • GPU_COMPATIBLE GPU Compatible, Restricted shading system compatible with GPU rendering.
  • OSL Open Shading Language, Open Shading Language shading system that only runs on the CPU.
Type :enum in [‘GPU_COMPATIBLE’, ‘OSL’], default ‘GPU_COMPATIBLE’
transmission_bounces

Maximum number of transmission bounces, bounded by total maximum

Type :int in [0, 1024], default 128
transmission_samples

Number of transmission bounce samples to render for each AA sample

Type :int in [1, 10000], default 1
transparent_max_bounces

Maximum number of transparent bounces

Type :int in [0, 1024], default 8
transparent_min_bounces

Minimum number of transparent bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)

Type :int in [0, 1024], default 8
use_cache

Cache last built BVH to disk for faster re-render if no geometry changed

Type :boolean, default False
use_transparent_shadows

Use transparency of surfaces for rendering shadows

Type :boolean, default True
static register(cls)
static unregister(cls)

Inherited Properties

Inherited Functions

References

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